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Strange bomb crater management


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Posted (edited)

I wanted to see more clearly how the bomb craters were handled by the sim. We are in BOK spring map.

To do that I created a flight of A20 Bombers loaded with 20 x 100kg bombs, and another flight of HE 111 that had 4 x 250 kg bombs.

 

They  bomb an airfield from 500 meters altitude.

 

When the 20 100kg bombs hit the airfield (open ground no buildings) you see very clearly the two rows of 10 bombs explosions. There should be 20 small craters. But what happens is that the craters annihilate each other. So instead of having a row of overlapping craters you get only the last two craters of the last exploding bombs which are the bombs that landed last and that is in front of the row because the airplane moves as the bombs get unloaded. The result is that along the 150 meters or so that the bombs plough the ground ends up with a clean field and only two small craters.

 

Then come the bombers that launch their 250 kg bombs. Two or three hit nearby the two small craters leftover from the initial 100kg bombs. The three bigger craters erase the smaller ones and erase each other, leaving a clean green nice field. And sometimes if say 20 bombs hit the runway and then another 20 hit nearby there is no more craters at all. Can you image 40 bombs and not a trace.

 

When the 4 x 250kg bombs hit a building then the building is destroyed and all the 4 overlapping craters stay and are not erased. It seems there is a building area effect.

 

The runways should be peppered with craters, and planes trying to take off hitting the craters should either get their landing gear torn apart or be damaged.

 

Hope devs will do something more realistic in the coming updates.

 

 

Edited by IckyATLAS
Posted

I don’t really think this is the top of their list. Or even on their list at all. To imply this is a serious issue isn’t exactly right. I’m sorry, but who really cares, there are a lot of big things coming with BoBp, Tank crew, Flying circus, and I’d rather see the team work on those instead of this type of minor complaints. It’s not even a bug, the textures just have to overlap. 

Posted

The craters are just textures and not actual deformation or 3d objects. I think the reason it erases the last created textures is to save on memory or something (not 100% sure) but you'll see this in every game that uses textures for creating impact effects or trails or anything really, after a certain amount they just erase the previous textures.

Posted (edited)
7 minutes ago, Legioneod said:

The craters are just textures and not actual deformation or 3d objects. I think the reason it erases the last created textures is to save on memory or something (not 100% sure) but you'll see this in every game that uses textures for creating impact effects or trails or anything really, after a certain amount they just erase the previous textures.

Yes I can admit that you try to reduce the load, but bombing heavily an airfield and no trace at all is a little extreme.

 

We have bombers it is a full part of the sim. The effects and devastation of bombing has to be visible, otherwise is like shooting an airplane and it just stay clean and pristine. I think (my personal opinion) that if we have bombing as part of the game then a good crater management is fully part of the deal.

Edited by IckyATLAS
Posted

Best solution would be to have an actual 3d effect on airfields only and texture everywhere else. It would be really cool to destroy airfield like this and make enemy harder or even impossible to take of. Or just script damage and make these holes appear after x% damage on airfield ?

  • Like 1
-TBC-AeroAce
Posted

I too would love to see craters actually eat into the 3d mesh around important areas such as airfields. 

 

I think the current craters the appear on top of the mesh to not even interact with your plane as you taxi straight through them like they are not there.

Posted

It really shouldn`t take much resources to have crater meshes stay as long as they are just textures. Perhaps only remove them once the Player has left the area.

Posted
45 minutes ago, InProgress said:

Best solution would be to have an actual 3d effect on airfields only and texture everywhere else. It would be really cool to destroy airfield like this and make enemy harder or even impossible to take of. Or just script damage and make these holes appear after x% damage on airfield ?

 

I would love to see that. It would make taking the loadout with full 50s actually usefull, let alone the effect of really closing the airfield for take-offs/landings

  • 1CGS
Posted
6 hours ago, seafireliv said:

It really shouldn`t take much resources to have crater meshes stay as long as they are just textures. Perhaps only remove them once the Player has left the area.

 

It's easy to say that when you don't know how the code is written.

  • Sad 1
=TBAS=Sshadow14
Posted

While i admire your work..

We have basic bugs ingame for well over 16 months now
- spectator bug,
- Server connection bug,
- Gunner audio bug,
and so on.

I dont think they will instead fix something thats not really a bug.
That being said we are getting tanks for whatever reason ?

 

  • Upvote 1
Posted (edited)
6 hours ago, LukeFF said:

 

It's easy to say that when you don't know how the code is written.

Easy to say when you just want to be spiteful. I`ve met your type and I know the kind of harassment you`re attempting, even if others don`t see it. It`s cool to see I`m right between your eyes.

Edited by seafireliv
  • Confused 1
  • 1CGS
Posted (edited)
8 hours ago, seafireliv said:

Easy to say when you just want to be spiteful. I`ve met your type and I know the kind of harassment you`re attempting, even if others don`t see it. It`s cool to see I`m right between your eyes.

 

? Go ahead and believe that if you want. You're hardly the first person to make the "it shouldn't take long to code feature XYZ" argument either here or on any other gaming forum that I've followed.

 

The developers aren't dumb - if they feel it's something within their means and worth the time coding, they'll implement it.

Edited by LukeFF
Feathered_IV
Posted

For a Combat flight simulator, it certainly is remarkable just how much of the combat gets all to quickly hustled out of existence in the name of optimisation.  Your hard won kill will wink out of existence faster than you turn your own aircraft back around.  An exploding truck or fuel dump will burn out as fast as a matchstick.  Smoke over a burning town switches on and off so much that you become psychologically conditioned not to look at it for too long.  And now the craters are so tightly rationed that you can only have them two at a time.  It’s amazing that this is where we are with a flight sim in this day and age.  

 

  • Upvote 3
  • 4 weeks later...
Posted

Considering how each bomb crate is no more than a texture. I don't how a few more kilobytes of data can affect any performance. Unless each texture is not file suppressed and it actual several megabytes instead...

BraveSirRobin
Posted
2 minutes ago, Geronimo553 said:

Considering how each bomb crate is no more than a texture. I don't how a few more kilobytes of data can affect any performance. Unless each texture is not file suppressed and it actual several megabytes instead...

 

I’m sure they could keep bomb damage and destroyed and burning objects on the map longer, but it’s more fun for the developers to just mess with the people who want that stuff and so they remove the craters as soon as possible.

Posted
2 minutes ago, BraveSirRobin said:

 

I’m sure they could keep bomb damage and destroyed and burning objects on the map longer, but it’s more fun for the developers to just mess with the people who want that stuff and so they remove the craters as soon as possible.

 

BizarroCarrotStick.gif

Posted
12 minutes ago, Geronimo553 said:

Considering how each bomb crate is no more than a texture. I don't how a few more kilobytes of data can affect any performance. Unless each texture is not file suppressed and it actual several megabytes instead...

 

...and just how do craters appear where a bomb drops...magic?

In order for a crater object to spawn, it must be a 'linked entity in the mission editor.

 

This means under the hood code telling it to spawn/where to spawn, and how long to remain.

So "no more than a texture" is an incorrect assumption. as each crater has logic attached to it under the hood, just like any other entity that interacts with other elements in the mission design.

Posted
50 minutes ago, Gambit21 said:

 

...and just how do craters appear where a bomb drops...magic?

In order for a crater object to spawn, it must be a 'linked entity in the mission editor.

 

This means under the hood code telling it to spawn/where to spawn, and how long to remain.

So "no more than a texture" is an incorrect assumption. as each crater has logic attached to it under the hood, just like any other entity that interacts with other elements in the mission design.

 

Ok... then just allow more of them because it's a single process to determine the location to place the texture.

Posted
1 minute ago, Geronimo553 said:

 

Ok... then just allow more of them because it's a single process to determine the location to place the texture.

 

They probably could allow more, or allow them for longer, or set a limit etc.

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